>>16052623A Cut and Thrust sword will probably prove most educational for a beginner. I mean the actual cut & thrust style found in the Flower of Battle, which is 6s across the board and like +1 puncturing damage.

An all around great weapon, Mid range, one handed, and has almost all the maneuvers at good cost.

I am pretty good at learning new systems and usually pick up pretty fast, so it doesn't really matter how educational it is, I think I'll manage. I just don't want to make a decision I'll regret later, though I have the feeling that I can't ruin my character with the wrong choice of weapon at this point.

Currently I think the C&T sword might fit my skirmisher guy the best, though I am kind of opposed to the idea of wielding 2 weapons. Is the arming glove worth it?

>>16052954Arming Glove is good, and Armored Sleeves are actually really awesome too. Getting a vambrace on your off-hand with no shield might trick your enemy into thinking that you don't have a parrying device when in fact you do.

>>16052954They give a decent armor on the hand if you're not wearing anything heavier, they give you a free ST bludgeoning punch, and they can parry attacks at TN 7 if they're low die (4 or less), but you risk a bit of damage getting through if you're not careful. They're best paired with blades like the basic C&T sword that ALREADY have excellent defense TNs. For others, a main gauche or a buckler are better accompaniments.

>>16053044It was educational. Having a high combat pool is definitely the best investment in the game amongst swordsmen. As we saw in Cesare vs Rickshaw, once you get into armored territory you start needing a lot of strength more than you need a huge pool.

>>16053491To my knowledge this is pretty much the correct way to armor yourself for 0 CP/0 Move.

You could mix it up with a heavy plate gorget and pot helm for better armor on the shoulders but nothing on the face. Probably not worth it if you took careful and can force facestabs into the aventail.

Also, make sure your guy is actually allowed to own heavy plate armor. That is pretty important.

New discovery: If you have a leather jack and attach all the accessories, by RAW you would have -0.5CP & -0.5 Move. Add all the accessories to the leather leggings and you have -1 CP and -1 Move, less than a full suit of plate and equivalent protection.

>>16057007“The Final Argument of Elves” CTN 6Level 2 Spell, Cantrip (Conquer 2)Range: Close Proximity (2)Target: Human-sized target (0)Duration: 15 minutes per CS (2)The Target gains Pain equal to Force (CS x3.) Usually fastcast, and accompanied by a stern "Fuck you." This pain lasts for a period of time equal to 15 minutes per casting success of the spell.

>>16057969spells of One/Three/Many are called Cantrips/Castings/Rituals in the Revised Sorcery pdf (got the link from a precedent thread, it's on /rs/).also, I thought that spells with a duration required Mana.

>>16058272I'm not even sure how we'd go about ranged combat. In general, if two archers or crossbowmen or whatever end up head to head, whoever gets their weapon loaded first just kills the shit out of the other one. This is especially true with crossbows.Guns are much the same thing, there's just more of a waiting period.

>>16058263I don't really get it too (you can initiate the bind from a failed, by 2, parry, and get initiative next exchange? outrageous!), that's why I was asking...maybe magic? if that's too out of balance, ranged combat? swashbucklers using guns and rapiers (can you even mix weapons like that)?or hammering on the (new?) exchange system doesn't sound bad at all, of course.

>>16058340Oh, guns and rapiers is much easier. Basically you treat the pistol as a semi-melee weapon that you can make one attack at a ridiculous ATN with. Problem being drawing and cocking it while not getting killed by the other guy.

The only time I can remember using one in such a combination was after getting disarmed by a counter, I had to partial evade with most of my dice for two rounds trying to pull the damn thing out and shoot the guy with it. Jerk still avoided it, and I had to run away.

I'm increasingly certain that I've never even rolled average on an ATN 5 attack. It's always a cornucopia of 1s 2s and 3s.

Well, let me jump back to Jaguar Warrior vs Ashigaru first, which would be pretty easy to make work, and would be over fairly quickly, given that both are poorly armored and have really brutal weapons.

If we do this, and then a... Let's say a match with two swashbucklers with pistols, would this satisfy all involved? We'll touch on all bases I think.

(Also, to those whom it concerns, somewhere along the line, we WILL see two fully harnessed men duke it out with polehammers, axes and greatswords. You have my promise on that one. I'm actually astonished we haven't done that one already.)

Party Time! Detailing weapons in a moment. Though at this point I suspect everyone knows every damn thing in the world about these weapons, I'm still going to post the weapon pics on the off chance that anyone new is watching.

But for now, the Partisan! EL range, a DTN of 7, and thrusting and cutting numbers of 8.Kinda rough. But the Partisan endures thanks to being the only weapon period with EL range and a defensive number that good. Understandably partisans sort of live, eat and breathe defensive maneuvers. Counters, Disarms, and Expulsions are usually the order of the day.

Hikiji himself is a bit on the low end stat-wise, but he's got a great weapon and better armor, albeit neither of them have much coverage. If he gets into close range with this guy... He dies. That's pretty much a given.

Now, Tezcacoatl is in a bad place. I'll admit it. He's got what might actually be the single worst weapon in the world to fight this Jap with.A Macahuitle. (I'm trying to spell this from memory, cut me some slack here.)Now this thing is short range. That's bad. It's does Cut damage base-that's worse. And its strike ATN is 6, which is actually pretty good.

The real killer here is the Short Range. From Short to Extremely Long is 4 steps. That means any attacks this boy launches are going to have a 4 die activation cost until he closes the range.4 bloody dice! His shield will help, his superior stats will help, but it's still going to require balls of steel to make this one work. Good luck Tezca.

>>16058522>>16058504Since you're rather better than me at doing the math, Mr Galt, could you explain on the whiteboard whether our Jaguar-pelt clad friend will do better:a) ducking and weaving, orb) closing under cover of his shield?

Date Hikiji, enterprising Ashigaru, drinks too much one night. Much too much. Unknowingly, he angers great spirits in his drunken ramblings, and in his slumber he is faced with Tzjezzkle, the Eater of Skin, whose seventy mouths ask him seventy impossible riddles at once. Upon failing to answer, Hikiji is flung to a far off, cursed land, to fall into the sea just off the coast of South America.

Upon clambering onto the beach and vomiting up his dinner from last night, he finds himself faced with a curious, confused looking man with a strange club clad in a spotted animal's pelt. Having had enough weirdness, Hikiji hefts his weapon, and determines to kill this barbarian for the audacity of being here to see him humiliated!

Duck and Weave has a DTN of 9, which is really harsh.Shielding with a heater? That has a DTN of 5.

The difference is that Duck and Weave will get him into his range, whereas shielding will just keep him alive for another round. His best bet is to be cautious until he can get a hit in, at which point all bets are immediately off.

>>16058541Right, Tez will likely go blue, as will Hikiji. Then there will be 10 minutes of waiting for the other guy to attack.>>16058541Our Aztec friend will likely be hiding behind a shield until the other guy does something. Duck and weave has a TN of 9, massively disadvantaging him. He'd be better off blocking open and striking.

>>16058558Sensible enough.Now Tezca is no fool. That is a VERY long spear he's looking at there.No matter what, using his shield for most of this should be his priority, but he can do that either Red or Blue. Blue would be less hassle, since the initiative doesn't do much of anything for him.

Let's say he goes Blue, since that's the sensible thing to do, and might let us go for a full defense if Hikiji devotes too many dice to block effectively with a simultaneous attack.

>>16058568I've actually felt lately that Partial Evasion is already too good. DTN 7 is better than most weapons, to the point that parrying simply becomes a liability in a lot of cases, and removes the disadvantages of many weapons. Of course the extra cost to buy the initiative sets it back some.

Duck and Weave... Well let's just say that that maneuver and I have a very love/hate relationship. I can't even look at the Progressive School without feeling ill anymore.

>>16058571Seems fair. Hikiji should stab for 10. That leaves us with 3 to screw with him on the next exchange, and unless this guy has an abormally large combat pool, he'll probably just block with everything.

>>16058571but going red Tezca could go for the Beat in a red/white situation, and still have the Simultaneous Block/Strike in case of a double red.>instant math for the worst case! 12 dice, ATN 8 = 3,6 successes, average; 6 dice, DTN 5 = 3.6 successes average, and he gets a free 3-dice attack!

>>16058613It'd be a good plan if the spearman wasn't the one who was initiating the fight. His going red is likely, and with the reach advantage, will almost certainly win the reflex test for going first.Combined with the damnable simultaneous block/strike rules in which one must go 2/1 favoring attack or defense, this suddenly becomes a poor investment.

>>16058627Ah, forgive me, I should specify where Tezca is attacking, as that ought to make some difference.He would be thrusting for... Let us say the face, so as not to miss and hit the shield. Repeated attacks to the same area would not be wise, so he should hope this one counts!

we're still at Hikiji's range.That means, if I'm getting things right, attacks are at 1 die, beats are at 3, and there is no way to pay for any other fancy manouver.Whatever Tezca does, next exchange the japanese can use a full evasion, and in case of a good parry we'd still be at polearm range...beat for 3?

I believe that that is the best call here. Spend all 5 dice to make Hikiji's target number 12, and then roll 5 against 4 for instant shock damage. Pretty good odds of at least negating any attack by Hikiji this exchange, and quite possibly causing damage the next.

>>16058714You can sacrifice one die before rolling on a cut to do an instant +1 damage if you actually hit....Yeah, cuts aren't really that great, but they often do more damage than thrusts, and virtually all of the good armor penetrating weapons are cutting or bashing.

Uh oh.Ok, it looks like Tezca rolled a 1 (damn it.)Hikiji's followup attack got one success. This means that he's just done a strength 7 to the... Groinish area. Now he might hit padded armor, which would pretty much render this attack void, but if he hits the groin-groin, Tezca might be in some serious trouble.

>>16058828Oh yeah, I saw someone mention that the appropriate move here is groinshotting, and it's a much easier file for me to find than the chest-thrusting one.Also, thrusting for the chest can give the guy with the shield extra armor there, rendering it an even worse idea.

Hikiji knows he's got the advantage, and he now knows the full extend of this prick's combat pool. I'd suggest putting 6 on a thrust, and keeping some in reserve to buy the initiative back if the barbarian snatches it.

Unless the Aztec is a total moron, he knows that this prick is planning on feinting. A cut with 2? Yeah sure.

So the smart thing to do here is to beat him at his own game. Block with 6, strike with 3. There's nothing the Ashigaru can do to sidestep this one, he's now got to either KILL Hikiji, or deal with 3 dice to his kneecap. He can afford to reserve nothing.

Alright! Seeing this, should Hikiji still feint, or should he pray that he survives this round so that he can kill the Aztec with what's left of his pool next Exchange? It's not likely that the Aztec will fail to block his attack no matter what he does.

>>16059149Hikiji doesn't actually have to devote those extra dice, since the feint comes after the defender declares.So Hikiji can keep his remaining dice, for what it's worth. Maybe he'll (heh) survive the attack and get to use them on the next Exchange to regain range or something?

Alright, let's go with the attack at 2. Hikiji cannot possibly expect to overpower 6 at 5 with 7 at 8. But if he saves his pool, that's ten dice for him to try and absorb the shock and pain of the wound he's about to suck up there.>>16059198

Now look here, Tezca hit him with only 1! That's only a strength 7. That's... Well. That's level 3 pretty much anywhere he hits. If, as suggested, it is to the arms, then it sucks pretty bad, but it is survivable. And he might still have a combat pool for the next exchange, in which Tezca has nothing!

>>16059290That's a good point. Yes, he's got proficiency six, which is pretty high for a conscript. Maybe he's been in a battle, and secured a Wakizashi from somewhere.We'll say that he's got Prof 5 in Kenjutsu due to a commoner school.

Wait. Don't attack. Don't quickdraw yet. Put hands up, pretend to be surrendering. THEN quickdraw and attack him when his guard is down, he'll never have seen a quickdraw before, protoswords don't have sheathes!

>>16059430ATN 5 weapon bitches. I say we put 8 to a draw cut on this corn eating cocksucker's neck. Show him why God gave us steel. If he blocks, he'd better devote a lot, because we attack at the same number as his shield defends!

>>16059446Interesting. In-Game, I don't think there's any reason for Tezcacoatl to know that this thing has ATN 5. He might assume that it has a similar attack number to his own weapon, and undercommit.The fact that he was hit by it and it did nothing just a second ago might help.

>>16059460True. Going 6/3 with a block and then a cut to the neck would work. Might hit the chest, but frankly that'd still wreck Hik's shit right now. I say we go with that, give Hikiji the benefit of the meta.

>>16059467That's the first die after blocks, too. It's always after the first excess successes that start stacking on damage. If we've messed this up earlier in this thread, it's because... We're all dumb. Of course, everyone except me has an excuse for that, being relatively new to this. Me, less so...

>>16059529How confusing. Do you suppose that means it's impossible not to deal +1 damage with an attack against an enemy who can't defend?...I feel really stupid having said that. Uh, right! For location!

>>16059643That's easy enough.Tezca would've probably passed the knockdown roll, that's just a given. Difficulty 8 isn't that bad-however, with 10 shock he'd have ended up 4 in the negatives, which would've potentially knocked him down again.

Meaning that next round, he'd either be prone, or more likely be at 9 to Tezca's 9, and at Hand range, with Tezca having a much more killy weapon. This could have gone Hikiji's way easily.

But alas, it was not to be. He is likely to be bound, and dragged off to Mexico for good times with heart surgery!